Merge branch 'master' of ctpug.org.za:tabakrolletjie
[tabakrolletjie.git] / tabakrolletjie / lights.py
1 """ May it be a light for you in dark places, when all other lights go out.
2 """
3
4 import pymunk
5 import pymunk.pygame_util
6 import pygame.display
7 import pygame.draw
8 import pygame.locals as pgl
9 import pygame.rect
10
11 from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY
12 from .rays import RayPolyManager
13 from .utils import DetailedTimer
14 from .loader import loader
15 from .transforms import Multiply
16
17 LIGHT_FILTER = pymunk.ShapeFilter(
18     mask=pymunk.ShapeFilter.ALL_MASKS ^ (
19         LIGHT_CATEGORY | FITTINGS_CATEGORY),
20     categories=LIGHT_CATEGORY)
21
22 FITTINGS_FILTER = pymunk.ShapeFilter(
23     mask=pymunk.ShapeFilter.ALL_MASKS ^ (
24         LIGHT_CATEGORY | FITTINGS_CATEGORY),
25     categories=FITTINGS_CATEGORY)
26
27 # Just match lights, nothing else
28 LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
29
30
31 class LightManager(object):
32     """ Manages a set of lights. """
33
34     def __init__(self, space, gamestate):
35         self._space = space
36         self._lights = [
37             BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
38         for light in self._lights:
39             light.add(self._space)
40
41     def add_light(self, cfg):
42         light = BaseLight.load(cfg)
43         self._lights.append(light)
44         light.add(self._space)
45
46     def toggle_nearest(self, *args, **kw):
47         light = self.nearest(*args, **kw)
48         if light:
49             light.toggle()
50
51     def nearest(self, pos, surfpos=False, max_distance=1.0):
52         if surfpos:
53             surface = pygame.display.get_surface()
54             pos = pymunk.pygame_util.from_pygame(pos, surface)
55         point_info = self._space.point_query_nearest(
56             pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
57         if point_info is not None:
58             return point_info.shape.body.light
59         return None
60
61     def lit_by(self, pos, surfpos=False, max_distance=0.0):
62         if surfpos:
63             surface = pygame.display.get_surface()
64             pos = pymunk.pygame_util.from_pygame(pos, surface)
65         point_info_list = self._space.point_query(
66             pos, max_distance, pymunk.ShapeFilter(mask=LIGHT_CATEGORY))
67         lights = [p.shape.body.light for p in point_info_list]
68         return [light for light in lights if light.on]
69
70     def light_query(self, shape):
71         """Query the lights by shape"""
72         old_filter = shape.filter
73         # We need to restrict matches to only the lights
74         shape.filter = LIT_BY_FILTER
75         shape_info_list = self._space.shape_query(shape)
76         shape.filter = old_filter
77         lights = [p.shape.body.light for p in shape_info_list]
78         return [light for light in lights if light.on]
79
80     def render_light(self, surface):
81         for light in self._lights:
82             light.render_light(surface)
83
84     def render_fittings(self, surface):
85         for light in self._lights:
86             light.render_fitting(surface)
87
88     def tick(self):
89         for light in self._lights:
90             light.tick()
91
92
93 class BaseLight(object):
94     """ Common light functionality. """
95
96     COLOURS = {
97         "red": (255, 0, 0),
98         "green": (0, 255, 0),
99         "blue": (0, 255, 255),
100         "yellow": (255, 255, 0),
101         "white": (255, 255, 255),
102     }
103
104     # defaults
105     RAY_MANAGER = RayPolyManager
106     FITTING_IMG = None
107     FITTING_RADIUS = 24.0
108
109     # cached surfaces
110     _surface_cache = {}
111
112     def __init__(
113             self, colour, position, intensity=1.0, radius_limits=None,
114             angle_limits=None):
115         self.colour = colour
116         self.on = True
117         self.intensity = intensity
118         self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
119         self.body.light = self
120         self.ray_manager = self.RAY_MANAGER(
121             self.body, position, ray_filter=LIGHT_FILTER,
122             radius_limits=radius_limits, angle_limits=angle_limits)
123         self.fitting = pymunk.Circle(
124             self.body, self.FITTING_RADIUS, self.ray_manager.position)
125         self.fitting.filter = FITTINGS_FILTER
126         self._image = None
127
128     @property
129     def position(self):
130         return self.ray_manager.position
131
132     @classmethod
133     def load(cls, config):
134         kw = config.copy()
135         light_type = kw.pop("type")
136         [light_class] = [
137             c for c in cls.__subclasses__()
138             if c.__name__.lower() == light_type]
139         return light_class(**kw)
140
141     def add(self, space):
142         if self.body.space is not None:
143             space.remove(self.body, *self.body.shapes)
144         space.add(self.body, self.fitting)
145         self.ray_manager.set_space(space)
146         self.ray_manager.update_shapes()
147
148     def toggle(self):
149         self.on = not self.on
150
151     def _cached_surface(self, name, surface):
152         surf = self._surface_cache.get(name)
153         if surf is None:
154             surf = self._surface_cache[name] = pygame.surface.Surface(
155                 surface.get_size(), pgl.SWSURFACE
156             ).convert_alpha()
157         return surf
158
159     def light_colour(self):
160         light_colour = self.COLOURS[self.colour]
161         intensity = int(255 * self.intensity)
162         return light_colour + (intensity,)
163
164     def render_light(self, surface):
165         if not self.on:
166             return
167
168         dt = DetailedTimer("render_light")
169         dt.start()
170
171         max_radius = self.ray_manager.max_radius
172         min_radius = self.ray_manager.min_radius
173         dest_rect = self.ray_manager.pygame_rect(surface)
174
175         white, black = (255, 255, 255, 255), (0, 0, 0, 0)
176         light_colour = self.light_colour()
177
178         radius_mask = self._cached_surface('radius_mask', surface)
179         radius_mask.set_clip(dest_rect)
180         ray_mask = self._cached_surface('ray_mask', surface)
181         ray_mask.set_clip(dest_rect)
182
183         ray_mask.fill(black)
184         for pygame_poly in self.ray_manager.pygame_polys(surface):
185             pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
186             pygame.draw.polygon(ray_mask, white, pygame_poly, 1)
187         dt.lap("ray mask rendered")
188
189         radius_mask.fill(black)
190         centre = self.ray_manager.pygame_position(surface)
191         pygame.draw.circle(
192             radius_mask, light_colour, centre, int(max_radius), 0)
193         pygame.draw.circle(
194             radius_mask, black, centre, int(min_radius), 0)
195         dt.lap("radius mask rendered")
196
197         ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT)
198         dt.lap("blitted radius mask to ray mask")
199
200         surface.blit(ray_mask, dest_rect, dest_rect)
201         dt.lap("blitted surface")
202         dt.end()
203
204     def get_image(self):
205         if self._image is None:
206             fitting_colour = self.COLOURS[self.colour]
207             self._image = loader.load_image(
208                 "48", self.FITTING_IMG,
209                 transform=Multiply(colour=fitting_colour))
210         return self._image
211
212     def render_fitting(self, surface):
213         rx, ry = self.ray_manager.pygame_position(surface)
214         surface.blit(self.get_image(), (rx - 24, ry - 24), None, 0)
215
216     def tick(self):
217         pass
218
219
220 class Lamp(BaseLight):
221     FITTING_IMG = "lamp.png"
222
223     def __init__(self, **kw):
224         kw.pop("direction", None)
225         kw.pop("spread", None)
226         super(Lamp, self).__init__(**kw)
227
228
229 class SpotLight(BaseLight):
230     FITTING_IMG = "spotlight.png"
231
232     def __init__(self, **kw):
233         kw.pop("direction", None)
234         kw.pop("spread", None)
235         self.angular_velocity = kw.pop("angular_velocity", None)
236         super(SpotLight, self).__init__(**kw)
237
238     def tick(self):
239         if self.angular_velocity:
240             self.ray_manager.rotate_degrees(self.angular_velocity)
241             self.ray_manager.update_shapes()